Sunchasers Rivers of Freedom

Having fun, righting wrongs, chasing the sun.

Game Rules

Campaign Qaulities

Adventure Insurance: People respect the stout of heart, even when fate doesn’t. If a hero loses a Prize while being heroic or through no fault of his own (e.g. drops a magic sword into a chasm to catch a falling teammate, suffers the accidental death of a Contact, etc.), he immediately regains 1/2 the Prize’s Reputation value (rounded down). This “rebate” is granted at the GM’s sole discretion and should not apply when a hero deliberately gives up a Prize without a heroic reason, or when he loses a Prize for callous or greedy reasons (e.g. knowingly puts a Contact at risk, trades a magic item for personal gain, etc.).

Dramatic Pacing: Time bends to meet the needs of the story. Durations and time restrictions lasting more than 1 hour instead last until the end of the scene (e.g. a balm that typically lasts 8 hours instead lasts the rest of the scene and a potion that may typically be used once per day may instead be used once per scene).

Fast Feats: Each player character gains 1 extra feat at Career Level 2 and every 2 levels thereafter. This replaces the extra feats on Table 1.4: Career Level (see page 27).

Super Fast Feats: Each player character gains 1 extra feat at Career Level 2 and every level thereafter. This replaces the extra feats on Table 1.4: Career Level (see page 27).

Greater Magic Items: Magic items are especially powerful and may have up to 2 Charms and 2 Essences. Also, when randomly generating a magic item, roll twice on table 4.31 and apply both results (see page 194).

Larger-than-life Heroes: Heroes stand head and shoulders above their peers. At character creation, player characters start with 40 points to buy attribute scores and may purchase scores above 18 at 5 points per score beyond 18 (i.e. a starting score of 20 costs 32 points).

Beneficent Universe: The universe rewards the pious. When a character gains his first Alignment, he immediately takes the first Step along one of its Paths.

Sorcery: Magic is real and may be harnessed and controlled in the form of spells. NPCs gain this ability with the Spellcasting Signature Skill (see page 228), while player characters may take levels in one or more arcane caster classes (see page 110). You may tailor magic with these additional qualities.